Casting Combos

There are a lot of ways to get big, exciting, splashy effects on spells, and one of the most effective is to simply take two existing effects, and combine them together into one big effect. Now, obviously you can’t just go jamming any two spells together and expecting them to work out, but certain spells complement each other in such a way that by combining them, you can actually make something that’s even greater than the two component parts. That’s the idea behind today’s spells, all of which combine elements from two existing classic spells (usually with a bit of an extra twist).

You create a cloud of deadly vapors that also impedes movement. This spell functions as cloudkill, except that it automatically kills living creatures with 5 or fewer HD (no save), causes living creatures with 6 to 9 HD to be slain unless they succeed on a Fortitude save (in which case they take 1d4 points of Constitution damage on your turn each round while in the cloud), and cause creatures of 9 or more HD to take 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halving the damage).

Additionally, the cloud impedes movement, as the spell solid fog, and cannot be dispersed by any wind less than 31 mph.

You conjure 1d4 wasp swarms around yourself, and then instantly transport yourself, as the spell dimension door. The wasp swarms occupy the nearest spaces to where you were at the time that you cast the spell, and act immediately after your turn. You have no control over the wasp swarms, which act as though summoned with a summon swarm spell.

You create a powerful curtain of wind, which blows with incredible strength. This functions as wind wall, but the wind strength is much more powerful, and you can expend some of the spell’s energy to create blasts of concentrated wind. The miss chance for normal ranged weapons passing through the wall increases to 50% (arrows and bolts are still deflected automatically). Giant-thrown boulders, siege engine projectiles, and other massive ranged weapons now have a 20% miss chance if they pass through the wall. Further, creatures of Medium size or smaller are unable to pass through the wall unless they succeed on a Strength check (DC 15), and even then, moving through the wall counts as 4 squares of movement.

Additionally, at any time during the spell’s duration, as a move action, you can cause a blast of wind, identical to the effects of a gust of wind spell, to issue forth from any point on the wall that you desire. Each time you do so, the wall’s length is reduced by 20 feet (10 feet from either end).

TIME LEECHSchool transmutation; Level bard 5, magus 5, sorcerer/wizard 5, summoner 5Casting Time 1 roundComponents V, S, M (the end of a whip that has been soaked in honey)Range close (25 ft. + 5 ft./2 levels)Targets one creature/level, no two of which can be more than 30 feet apartDuration 1 round/levelSaving Throw Will negates; see text; Spell Resistance yes

You bend and warp the fabric of time, speeding some targets and slowing others. For each target, you can choose to affect that creature as either the haste or slow spell. For creatures affected by haste, this spell is considered harmless. Once the spell is cast, the targets can move more than 30 feet away from one another without disrupting the spell’s effects.